History Determinism vs. Good for Gameness in Quantitative Automata

Udi Boker, K. Lehtinen
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引用次数: 14

Abstract

Automata models between determinism and nondeterminism/alternations can retain some of the algorithmic properties of deterministic automata while enjoying some of the expressiveness and succinctness of nondeterminism. We study three closely related such models -- history determinism, good for gameness and determinisability by pruning -- on quantitative automata. While in the Boolean setting, history determinism and good for gameness coincide, we show that this is no longer the case in the quantitative setting: good for gameness is broader than history determinism, and coincides with a relaxed version of it, defined with respect to thresholds. We further identify criteria in which history determinism, which is generally broader than determinisability by pruning, coincides with it, which we then apply to typical quantitative automata types. As a key application of good for games and history deterministic automata is synthesis, we clarify the relationship between the two notions and various quantitative synthesis problems. We show that good-for-games automata are central for"global"(classical) synthesis, while"local"(good-enough) synthesis reduces to deciding whether a nondeterministic automaton is history deterministic.
定量自动机中的历史决定论与博弈优势
介于决定论和非决定论/交替之间的自动机模型可以保留确定性自动机的一些算法特性,同时享受非决定论的一些表达性和简明性。我们在定量自动机上研究了三个密切相关的模型——历史决定论、有利于博弈的模型和通过修剪确定的模型。虽然在布尔设置中,历史决定论和对游戏性有利的情况是一致的,但我们表明,在定量设置中情况不再如此:对游戏性有利的情况比历史决定论更广泛,并且与它的放松版本相一致,根据阈值进行定义。我们进一步确定历史决定论的标准,它通常比通过修剪的可确定性更广泛,与它一致,然后我们将其应用于典型的定量自动机类型。由于博弈和历史确定性自动机的关键应用是综合,我们澄清了这两个概念之间的关系以及各种定量综合问题。我们表明,适合游戏的自动机是“全局”(经典)综合的核心,而“局部”(足够好)综合则简化为决定非确定性自动机是否具有历史确定性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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